Some good advice in here, especially like dlx' comment about how it's not always the art's problem. So true! I've seen programmers blame the art again and again, up until the point where they discover their culling code was broken, or some other major facepalm. Though it must be said that more often than not, the art IS at…
I am used to putting a whole city into 1 giant texture because back in my uni days there was no other way to render under a 32bit windows using MentalRay. Memory limits were a constant plague and because of that frequent crashes, so we tried to be very radical and created 1 very big texture with all the environments of a…
You can use as many as you want, but: The GPU works like a factory assembly line. You tweak all the settings, then you send it a large batch of vertices to work on. The bigger and fewer the batches, the better. If you want to upload a different set of textures into the texture units, or change vertex arrays, or change any…
There's some good info in this thread, but this is particularly relevant. How important is your hut? How often will it be used? How many will you ever see on-screen at once? Does your renderer merge draw-calls for indentical objects? These are all really important questions. If your hut is on screen once as a landmark and…